Olympus RPG Blog

Olympus Role Playing Group Blog

Browsing Posts published by Gigermann

Duty Roster:

Ella Stanbridge (Melissa)
Ertrane “Buck” Buckner (Herodian)
Henri Haank Makruus (Gigermann)
Ibrahim “Abe” Nouri-Abbood (Rigil Kent)
Sam Turner (Winston)
Sae Rraetheg (CommJunkee)

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Restricted Space

In the evening of the day the Crew settled the matter with the outlaws at the abandoned mine, they met at dinner with Elijah Patterson to discuss the Black Star and Valerie Vaskor, and what he might have uncovered regarding their comings and goings in the month-or-so they visited here. He explained that the Black Star had been undergoing repairs requiring parts that had to be shipped in, grounding them for an extended period waiting for them to arrive. Afterward, they continued on rimward, their next declared destination, Tureded. Before leaving, they took on a freight consignment on behalf of a local businessman—Elijah provided contact information at the Crew’s request.

On the following day, as Buck drove Abe to the hospital for his day’s volunteer-work, they stopped first at the aforementioned businessman’s residence, and were welcomed. The man had a mining business that had dried up here, and had been in the process of relocating his operation to Tureded, piece by piece, over the last year. He met with Captain Adric Mason at dinner seven months ago to agree on terms of shipment of some mining machinery to Tureded for him. His recollection was that the captain was an odd fellow, never taking off his gloves, it seemed, for fear of local germs or whatnot; and he had a wandering eye, taking a lascivious interest in the waitress. The businessman had 28 tons of gear remaining to be shipped still, and Buck and Abe suggested that the Spinward Star might take it; he gladly agreed to meet with Ella, and sent a gift of a bottle of good wine with them.

That evening, Ella met at dinner with the businessman, along with Haank to work out the details; they all agreed to the standard rate, and shook hands on it. The next day, the freight was loaded aboard the Spinward Star, and payment was made up-front. Meanwhile, the Crew managed to find a buyer for most of their remaining load of surplus military gear salvaged from the Gileden system—mostly the vehicles and parts—for a healthy sum, turning what should have been a loss into a quite profitable stop.

As he had promised when they arrived, Haank took Elijah’s granddaughter, Kaylii, on a comprehensive tour of the ship, answering her many knowledgeable questions. She was disappointed she couldn’t leave with them, but she produced a small soapstone carving of herself, carved by her grandfather, and asked that it be taken aboard, so she could travel with them in spirit; Haank agreed without hesitation, and helped Kaylii hang the carving on the bridge with a nice view through the windscreen. Loaded, fueled, and paid, the Spinward Star took to the black once again, bound for Tureded.

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Six days in jumpspace passed without incident, and the ship exited jumpspace, and entered the busy, tightly-controlled traffic pattern approaching the Tureded highport. Sam confidently refused a port-guide and docked manually; he had to jink the ship to avoid some work-craft outside the assigned berth, and scraped the ship against the entry, doing no real damage but to his own pride—though the port authority rep made a bit of obligatory fuss over the mishap. The cargo was then unloaded via the station’s automated handlers—as locally mandated. On completion, Haank took some pictures of the view of the berth with Kaylii’s carving, and planned to do so everywhere they went, sending the pics back to her on Pirema as he found opportunity. Local law aboard the station was as restrictive as orbital control, so shore-leave here would be unarmed and unarmored. Despite the vulnerability, most of the crew went ashore, separating to do whatever business they had in mind.

  • SparrialAbe wandered the station’s halls, exploring. In a crowded market area, he noticed his pocket had been picked, and confronted the thief, politely demanding the return of his property. The thief, of a species Abe had not before encountered, returned Abe’s property without a fuss and cautioned him to be more wary. Intrigued, Abe offered to buy the thief dinner at a place of his choosing; the thief agreed, choosing an establishment with “outdoor” seating. Over the meal, Abe questioned the thief regarding his species: he was a Sparrial, called Rolemnarla, and he answered freely, with strangely accented Galanglic, regarding his people and their culture. Something caught the Sparrial’s attention, and he “spoke into Abe’s mind”; to Abe’s shock, he was able to respond likewise, and immediately recalled his experience aboard the Unconquerable, and his strange reaction to being psychically scanned by an awakening Zhodani officer. Rolemnarla offered to help Abe develop this ability, but had to cut their conversation short, and bolted from the restaurant. Some moments later, as Abe was paying for the meal, a couple of officious-looking “government agents” arrived at the entrance, looking for someone—Abe didn’t remain to find out who or what they might have been searching for, but returned to the ship.
  • Ella also went exploring the station, and eventually found herself at a salon, getting her hair cut and styled, and engaging in small talk with the four-armed female humanoid stylist. During the process, Ella brought up Valerie Vaskor, showing the stylist her picture—she recognized the girl, having also cut her hair when she visited the station some months ago.
  • Buck made a few calls and hit the streets, looking for a potential buyer for the remainder of their salvaged weapons; Tureded Prime, outside the Imperial starport, was a lawless, dangerous backwater, and the locals would surely have a use for some surplus military gear. He worked his way through the less-scrupulous areas of the station and found such a person, and they arranged to meet at the ship later to inspect the cargo.

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Haank, Sam and Sae found a mostly-automated, middle-class pub, with available wi-fi connection, and settled into a corner-booth with some drinks. Thereat, Sae found himself being bullied by an alpha Vargr and his fellows, establishing dominance over “their territory”—Sae stood his ground, but took a hard punch that knocked him back, injuring his face and his resolve. The alpha downed Sae’s drink and smugly returned to his table. As Haank promised to back his play, Sae threw the empty glass at the alpha. Haank walked calmly to the other table and explained that a drink was owed his friend; the alpha stood, and the two glowered at each other. Haank reached down and grabbed the alpha’s drink; the alpha grabbed Haank’s hand. As Sam and Sae positioned themselves in opposition to the other Vargr at the table, Haank took the glass in his free hand and drank from it, maintaining eye contact with his opponent—and the fight was on. In moments, two of the Vargr had been wrestled to the ground, and Haank had taken a hard hit to the jaw after struggling to reverse the alpha’s hold, just before the alpha collapsed into an unconscious heap, having been flanked by Sae and injected with a knockout drug via hidden stinger implant. With their leader down, the remaining pack ceased fighting, and carried their unconscious fellow out of the pub. The Crew paid their bills and left shortly thereafter, to return to the ship and see to their injuries.

Some hours later, everyone had returned to the ship. Abe tended the bar-fight injuries, and chastised the participants, but made no mention of his encounter with Rolemnarla. Everyone made inevitable comment regarding the Captain’s new hairdo. Later, on schedule, Buck’s middleman arrived at the berth, and was allowed to inspect the surplus military goods, under Haank’s supervision. Satisfied with the condition of the cargo and its price, the middleman revealed the catch: it would need to be delivered dirtside—at high risk of being swindled, hijacked, or worse.


Notes

  • The search for Valerie Vaskor began here
  • Commerce between Pirema and Tureded, both low-population backwaters, was virtually nil. But between the business being moved and a lucky roll (a “3” on Haank’s part) finding a buyer for the surplus, the trip turned a tidy profit in spite of it. Once again, that “consolation prize” we were left with after our misadventure aboard the Unconquerable saved us
  • Sam’s piloting skill is high enough that he can’t fail but for a crit. How many times can he roll a crit fail on a Piloting check? At least once more. Somehow, the shit-hot pilot always looks like a noob 😛
  • This session followed the release of GURPS Aliens: Sparrials, so the appearance of a Sparrial in the campaign was no surprise, but Abe’s player had been suggesting that his character needed a proper “Yoda” to unlock his latent psi abilities to the point he could excuse improving them—and violá!
  • There was a fair bit of time wasted posting image-suggestions of Ella’s new haircut, all variations on a “mohawk” theme
  • Haank is a fairly competent melée fighter, and had a pretty solid plan for schooling the alpha Vargr, but the dice absolutely abandoned him—could barely roll less than 14-15 the whole time; pretty much everything he tried failed. After going back to the ship, he ended up studying the video of the confrontation over and over trying to figure out where it all went wrong
  • When the GM explained that the Crew would have to go to the surface to deliver the weapon-cargo, where he had already described as the “Wild West,” with people getting robbed/hijacked all the time, he referenced “Patience/Whitefall” (which portends a deal-gone-wrong to anyone who has watched Firefly)—we’ll be expecting trouble

Duty Roster:

Ella Stanbridge (Melissa)
Ertrane “Buck” Buckner (Herodian)
Henri Haank Makruus (Gigermann)
Ibrahim “Abe” Nouri-Abbood (Rigil Kent)
Sam Turner (Winston)
Sae Rraetheg (CommJunkee)

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Miner Infraction

Ella looked over the map of the mine tunnels provided by Ducote, and leveraging her tactical experience, decided which approach the Crew should take when assaulting the outlaw’s enclave within. They discussed up-armoring themselves, but the idea of riot shields or similar portable cover was eventually abandoned as too bulky. They discussed the use of drones to scout ahead, and Ducote offered the use of a microbot swarm canister and associated gear—normally used for locating trapped miners. Not wishing to drag out the affair any further or allow the enemy any more time to dig in, the Crew returned to the Spinward Star to depart.

The ship was landed some distance away, out of sight of the tunnel entrance they intended to use, and the Crew approached on foot. The door was shut, locked down and stuck fast by years of wear and neglect. Buck brought out his tool kit and forced the gate open, though he damaged the mechanism in the process, such that he had to cut through.

As Buck worked on the door, the canister was opened, releasing the hundred or so microbots, which, as directed, squeezed through the tiniest openings and quickly spread throughout the mine complex, reporting sensor returns to Abe via the control computer, which was also configured to feed positional data to Haank’s TacNet software. The microbots indicated 12-15 humanoids were within the complex in various defensive locations around a central hub—presumably their headquarters. As the microbots continued their search, Abe observed that some of them were disappearing, one by one, as it turned out, being smashed by the outlaws—they knew the assault was under way. Once the mine entrance had been forced, the Crew approached the elevator leading down into the tunnels with some concern, as its transit would probably not go unnoticed by the occupants. There was some discussion of a more stealthy option, bypassing the elevator and climbing down, but Ella didn’t trust their luck with a potential hundred-foot drop, and they were a reasonable distance from the hub, so they decided to risk the elevator; she also wouldn’t allow the team to be split up to scout ahead, lest the scouts be caught too far from help. At the bottom, Buck threw the switch to turn the lights on—the microbots sensors suggested the guards were wearing helmets, which meant they probably had some kind of night vision, so darkness wouldn’t be to either side’s advantage. The Crew crept forward down the mine tunnels, using the map to help keep their bearings, while Abe kept an eye on the microbots’ display.

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Keeping the group together, they approached a tunnel-corner around which they expected a couple of sentries. Haank peeked his gauss rifle around the corner to spot the enemy on his scope’s video feed, while Sae maneuvered into position to follow him up, but the weapon was spotted by the sentries, who called out an alarm and assumed defensive positions at the other end of the rough-cut hallway. One of the sentries peeked out from cover, and Haank fired a memory-baton shotgun round into his faceplate, knocking him to the ground. The Crew immediately pressed forward, around the corner. Abe tossed a B-cell ahead between the sentries and called, “Frag out!,” hoping to trick them into running away. The sentries were joined by two more from further in, and they all sprayed ineffective gauss fire in the Crew’s general direction, ricocheting off the rock walls, but leaving the Crew untouched. Sae bounded forward of the rest of the group and planted a memory-baton double-tap in the second sentry’s sternum before bearing left at the “T” to pursue a third to cover. Buck trailed close behind Sae and shot down the second. Haank took the right-hand tunnel to pursue the fourth, who was fleeing back the way he came. Seeing the severely injured sentry-two, Abe immediately sprang forward to render medical aid; Ella ordered the Crew to remain in place to cover Abe, as he worked frantically to save the fallen enemy’s life, forcing his fellow sentry-one (who wasn’t able to flee) to help. Sae exchanged fire with sentry-three, dropping him with his UAW, and covered Sam as he slipped forward to drag the now-unconscious enemy back to the medic—as he did, Sam spotted a fifth fighter around the next corner, who hesitated to shoot. To the right, Haank, Buck and Ella engaged the fourth man as he popped in and out around a far corner, eventually resorting to poking his rifle around the corner to spray gauss fire blindly down the tunnel; Buck shot through the rifle and the hand that wielded it. To the left, Sae pursued the new fifth man, who fled before him; he loosed a memory-baton shotgun round into the back of the fleeing enemy’s leg, shattering his femur.

Haank and Buck attempted to convince the wounded sentry-four to surrender, but he stubbornly refused, having slumped seated to the floor. From a chamber beyond him, a young woman, not wearing armor or environment suit, rounded the corner with empty hands raised, saying that one of them needed medical help, before sentry-four angrily pulled her back. As the Crew continued to attempt to talk the sentry down, the girl reappeared and got free of him, and cautiously approached the Crew; Haank waved her forward and handed her off to Ella, who took her back to Abe. She explained that Amelio had been wounded nearly to death in the elevator (Buck’s doing); he had been dragged out and bandaged as well as they could, but his condition continued to worsen beyond their meagre ability to treat him. Abe was focused on his desperate attempt to repair sentry-two’s torn artery, and told the girl that Amelio would have to be brought to him. Buck and Haank pressed forward down the hall and, with no fight left in him, sentry-four finally surrendered where he sat. There were a dozen others in the chamber beyond, of various ages and armament, including the bedridden Amelio; after laying down their arms, Haank ordered a couple of them to take up Amelio’s bed and carry him back down the hall to Abe. Meanwhile, a call was placed back to Ifogi, to fetch medical personnel to the mine to help; Sam was tasked to go take the Spinward Star back and pick them up, along with Ducote and whatever law-enforcement officers he saw fit to bring along. Sam got a bit turned around in the mine tunnels, and ended up back where he started before being directed out properly.

Abe was still working on the sentry when Amelio flatlined; Buck started emergency resuscitation procedures, aided by Haank, and managed to bring him back, just in time for Abe to finish closing up the other one, and switch patients.

Shortly thereafter, Ducote and his people arrived to take custody of the surrendered outlaws. After the wounded had been stabilized enough to move, they were all taken aboard the ship and flown back to Ifogi to be locked up. At town, Abe followed the doctor and his patients into the hospital facility and continued to help out; he was later asked if he could stay on for a while, as they were a bit short-handed at the moment, and he agreed to do so, with the captain’s permission granted. The rest would take the next couple of days to sort out where and how their quarry, Valerie Vaskor, had gone.


Notes

  • Buck’s player rolled a critical failure opening the door; the GM decided it would just take longer—we have no idea whether or not it had any special effect on the situation
  • Sae showed his Overconfidence by splitting off from the group more than once, earning some annoyed looks from Ella
  • In the last session, Buck sprayed automatic fire down the elevator shaft after the escaping Amelio; when the elevator returned, there was blood all over, but no Amelio, presumed to have been dragged out by his comrades
  • When Sam decided to head back to the ship, solo, the GM asked for an IQ roll to navigate the tunnels, and he rolled a “17”
  • Amazingly enough, none of the outlaws were killed in this entire affair, though several would spend a comparatively-long time in the hospital

Duty Roster:

Ella Stanbridge (Melissa)
Ertrane “Buck” Buckner (Herodian)
Henri Haank Makruus (Gigermann)
Ibrahim “Abe” Nouri-Abbood (Rigil Kent)
Sam Turner (Winston)
Sae Rraetheg (CommJunkee)

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Lost Boys

Continued… The leader of the outlaws reacted to Sae’s hostile realignment and dropped his PA mike, and briefly ducked out of sight, returning with a ready gauss rifle to spray automatic fire down upon the Crew, before retreating again. Haank was wounded in the process, but stood his ground as his suit’s trauma-maintenance programming kicked in to stop the bleeding. Sam bolted for the ventral hatch of the Spinward Star and made for the cockpit. The gauss rifle of the second man, the sniper that had crept up behind the Crew, was destroyed by a long burst of gauss fire from Abe, some of which penetrated the rifle and struck the sniper, wounding him badly; Abe continued to press his target until he crawled out of sight. Sae engaged the third man, which Haank had spotted earlier at the corner of the main building, and after a few exchanges of ineffective fire, flanking, struck him squarely in the chest with a double-tap from his underbarrel gauss shotgun’s memory-baton rounds, cracking ribs and sending him flying back. Meanwhile, Ella, Buck and Haank rushed forward to the main building’s ground-level entrance; Buck was in first, and spotted the outlaw leader escaping in the open-sided industrial elevator down into the mine, and sprayed gauss fire down the shaft after him. No others were encountered, and the fight was over. They recalled the elevator, which they found empty upon its return, save for a great deal of blood, smeared toward the exit, suggesting the leader had been dragged out. The sniper was found unconscious from his wounds, having crawled a short distance away, and Abe immediately rendered aid, removing the man’s environment suit to patch up his wounds before taking him aboard the ship—he would survive the day, though he would need further hospitalization and treatment for mild radiation exposure.

The corner-man was also brought aboard the ship, hurting but alive. Sae, growling menacingly, backed up Haank as he questioned the man, threatening to toss him out of the airlock without his environment suit if he didn’t cooperate. The corner-man confessed that there were around a dozen more in the mine, well armed and prepared for an assault. He demonstrated great loyalty to his fellows and his leader, and unrepentantly insisted they would never stop raiding the colony. Satisfied they had gotten what information they could from him, both prisoners were remanded to low-berth pods, to be delivered to the colony’s authorities, where they might be more properly interrogated.

Before leaving the mine to return to Ifogi, the Crew gathered up the outlaws’ nearby vehicles—all of them—and drove them back to the colony, escorted by the Spinward Star overhead. If the outlaws were to exact some sort of revenge, they would have to walk.

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The ship landed just outside the city of Ifogi, and was met by the colony’s President/Mayor/Minister of Defense/General of the Army/Chief of Police/Lead Detective, Chas Ducote, and some of his men. The vehicles were secured, and the prisoners awakened from stasis. Abe followed the sniper as he was carried on a litter to the hospital facility, gave his report to the doctor there, and left him in their custody, under armed guard. Haank debriefed Ducote on what had occurred, showing him recorded video from his HUD-glasses of the encounter. With help from the colony database, Ducote was able to identify the outlaws in the video: one was an off-worlder; another a third-generation colonist with family still in residence. The leader was also identified as a third-generation colonist, named Amelio, a miner and explosives specialist, a charismatic but ill-tempered fellow that inspired loyalty amongst his followers, with a rap sheet that included numerous violent episodes.

With the mine complex the outlaws were using as a headquarters now identified, Ducote was able to get some maps of the tunnels, such as they were before they had been abandoned—the corner-man had claimed the Crew would never be able to navigate the maze below. The outlaws had been raiding for around six months, and the supplies they had taken were accounted for; they raided every couple of weeks or so, and would not likely last long without making another run—but the Crew didn’t want to take the time away from their search for Valerie Vaskor to wait out the outlaws’ supply. Haank recommended the outlaws be somehow drawn out of the tunnels, not fight them on their very-defensible home ground. Not knowing what innocents might be down there, they were reluctant to pump gas into the mine’s exposed life-support processor, though they were considering shutting it off or disabling it, to force the outlaws to emerge to repair it, where they could be ambushed. After some discussion, though, the Crew decided they would go into the mine after them—with proper caution and preparation, they could bypass, or at least, survive the inevitable boobytraps, expecting that in a direct confrontation, the outlaws’ morale would quickly break, especially if their leader could be taken down.


Notes

  • The search for Valerie Vaskor began here
  • The mercenary contract specified that lethal force was not to be used except in self-defense, which meant the Crew wouldn’t engage until actually attacked—though Sae nearly broke contract, he kept it under control. Haank’s character added an SOP Perk to always record video of hostile encounters, for CYA purposes—we wanted solid evidence we had not broken the terms of our contract. As it stands, we haven’t killed anyone yet, though it looks pretty bad for the leader from our current perspective
  • The outlaws were wearing un-armored environment suits, so they weren’t going to take much punishment; just “glass cannons” here
  • Abe ended up being the combat-monster in this fight, to his surprise—as a self-defense-only pacifist, and mostly-new to the use of lethal weaponry. He was looking to disable the enemy’s weapon, and succeeded, but gauss rifles aren’t good cover
  • Though we did eventually agree that we would be going into the tunnels next session, we haven’t quite decided how we’re going to get around the inevitable explosive boobytraps yet. Our preparations may include riot-shields, and maybe scout-drones, if we can scrape up that sort of thing

Duty Roster:

Ella Stanbridge (Melissa)
Ertrane “Buck” Buckner (Herodian)
Henri Haank Makruus (Gigermann)
Ibrahim “Abe” Nouri-Abbood (Rigil Kent)
Sam Turner (Winston)
Sae Rraetheg (CommJunkee)


Fallout Shelter

There was no freight or passengers bound for their next destination of Pirema—a population of less than a hundred—and no more information to be gathered regarding their quarry, the missing Valerie Vaskor. So, with their business on Kkirka concluded, the Spinward Star broke orbit and headed for Kkirka V, the nearest gas giant, to refuel; a trip of three days, cut down a few hours by some masterful navigation-plotting by Sam. Refueling operation completed, they immediately jumped outbound for Pirema. The week in jumpspace passed without incident, and they used the time to get in some Judo training in the empty hold.

They arrived and entered orbit around Pirema II on schedule. There was a bit of a delay before ground control responded to their request for landing clearance, to no one’s surprise—the pad was just a clear spot on the ground, and monitoring of traffic for a colony this small would not usually be a high priority, for obvious reasons.

As they exited the airlock, the Crew was welcomed at the site by the Port director, Elijah Patterson, accompanied by his two grandchildren, all wearing sealed environment suits to protect them from the heat, and the radioactive dust that clouded the otherwise breathable atmosphere. The older girl, Kaylii, was fascinated by the ship, and asked many questions, hinting at some actual familiarity. The younger boy, Owin, was fascinated with the Vargr, having never met a non-human before—Sae answered his questions matter-of-factly, as if he expected this sort of thing. Elijah was very friendly, and invited the Crew back to their facility, a half-mile drive away, to take their ease and get something to eat—he indicated that the food here was particularly good. Buck and Jones remained behind at the ship to keep watch and do regular ground maintenance, as the others took up their host’s offer.

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At the colony, their suits had to be decontaminated before entering. Inside, the facility was functional and well-kept, but definitely not designed for aesthetics. They followed their host to the mess hall, and were treated to a fine meal, as advertised; pictures were taken and sent back to the ship to taunt those who remained behind—Jones took off on foot across the half-mile of desert to join them. As they were finishing eating, when shown the last-known image of Valerie Vaskor, said he had indeed encountered her, as she had spent nearly a month at the colony, helping the local doctor and otherwise making herself useful while the Black Star was under repair, but he did not know the current status of the Black Star—though he could find out.

They were interrupted as Elijah received some news that obviously caused him concern. The Crew expressed their willingness to help with whatever-it-was, and he reluctantly admitted that the colony had occasional problems with “outlaws” raiding supplies, sometimes doing damage to the facility or causing minor injuries, though there had been at least one death at their hands, recently. The Crew offered their assistance.

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Elijah gathered up the Crew and drove them out to the old “city,” Ifogi, the center of population when they had some to speak of, which remains the center of the colony’s tiny, yet overly-officious government. As they traveled, the Crew called back to the ship to have Buck gather up their combat gear from the arms locker and bring it to the city in the air/raft, in case they needed to get to it in a hurry. At the near “ghost town” of Ifogi, they were escorted to Government Tower, where they were introduced to the colony’s President/Mayor/Minister of Defense/General of the Army/Chief of Police/Lead Detective, Chas Ducote, who went into more detail regarding the raids—perpetrated by a mix of off-worlders and former colonists/employees believed to be hiding out in one of the abandoned mine complexes that littered the nearby environs, the specifics of which the colony had been unable to determine thus far. Ducote then produced a standard Imperial mercenary ticket form—Haank was very familiar with these from his mercenary days, but Buck sorted through it all with ease that suggested some familiarity of his own—and the documents were reviewed, conditions agreed upon (outlaws were to be brought in alive to face local justice, for 150,000 credits), signatures made, and hands shaken. With that settled, the Crew went back to the Spinward Star.

The ship was taken up as high as they could go while still able to see well enough through the dusty atmosphere. They scanned the abandoned facilities indicated by Ducote as possible bases; one mining complex in particular showed hot on thermal scans, indicating it was probably in use—that would be the one. Sam guided the ship in a stealthy approach to the facility, hugging the terrain, and as he crested over the nearby mountain, stuck the landing like a prize-winning Olympic gymnast. Jones remained aboard to man the ship’s laser turret and monitor the security cameras, as the rest exited the ship to approach.

The Crew stood on open desert ground between the ship and the dilapidated structure that presumably housed the mine shaft and observed for a moment. Haank spotted a glint in the shadows under the structure, but couldn’t make out what it was. Ella called out to whomever it was to surrender themselves, as the others flanked her and kept watch on the nearby rocks for an ambush. A voice on a PA system responded that they would not, and had the Crew surrounded, and demanded they lay down their arms. Ella demanded to see with whom it was she was dealing, and the PA-man stepped out of an upper platform door to the structure; he did not appear “military” at all, just a thug to their reckoning. Sam spotted another outlaw behind them, creeping into position. Ella continued to threaten force, but the PA-man continued to refuse to capitulate, offering no excuse or mitigation—he claimed that the reported “murder” was the fault of the victim, who attempted to resist. Ella had mostly run out of solutions and patience, and Sam had started to fall back to the ship’s airlock, when the itch in Sae’s trigger-finger was about to get the better of him, and his muscles tensed in preparation to realign his weapon toward the PA-man. To be continued…


Notes

  • The search for Valerie Vaskor began here
  • Our trip in this case was from a world-population of ~1000 to one of ~80—BTN 2.5—so potential commerce was zero. We did discuss buying a few cases of beer, at least, which we later discussed as a possibility for the future, to keep a few pallets of something like beer/cigarettes for sale on backwaters we might come across
  • Local gravity on Pirema is (according to some online sources) .66G; -2 DX, as appropriate, for most of us. The GM was mostly equating the environment to a “hot” Mars, plus the radiation danger
  • Sae’s player is the father of two (currently) small children, so he was playing out the questioning between his Vargr and the young boy in chat in a very “lifelike” fashion
  • The GM did check the Star Mercs book for details on the mercenary ticket
  • The GM decided the landing spot would be tricky and called for a pilot roll; Sam’s player rolled a 3
  • Sae’s player has been studying up on the Vargr psychology in general, and has been making some adjustments to how he’s played. In this instance, though he’s super loyal to Ella and the rest of the Crew, he won’t hesitate to take charge of a situation. After the mess that was 1Shot.02b, though, he’s trying to hold back a little before going off half-cocked. We wrapped on a cliffhanger just as the player decided to pull the trigger

Due to writer’s burnout on my part, I didn’t get around to doing the write-ups for this campaign run until a couple of months after the fact. As such, my OOC recollection isn’t as clear. I decided to assemble a general list of notes for the whole thing here instead of trying to remember little behind-the-scenes details for the individual sessions of the campaign. And so, here it is:

  • This second run marks the transition from being based on Fallout to Fallout 3. There are some obvious differences in the details from the original—the GM intended this to be the case. One such issue we kept encountering was having to stretch out the actual distances between locations on the map—the computer game has a visible range much lower than real-life—most of the locations we went to during this Run were within a five-mile radius on the game map (especially bad considering the blast radius of a typical nuclear weapon). The population of Tenpenny Tower was increased to around 150 or so, to make more real-world sense. Also, the Tenpenny/Dashwood backstory was tweaked
  • This campaign run features some of the longest periods of in-game downtime, a necessity due to the nature of the latter half; this was before the Casus Belli campaign
  • Oddly enough, a lot of the characters got to shine a little more in this Run, especially once the Tenpenny Tower operation got under way. Lance did a lot of inventing/gadgeteering, and made more than a few messes. Bob (the serial-killer) got to do some murderizing (though he didn’t get to use his dumbwaiter shaft…yet). Sly did a lot of social manipulation; he was definitely in his element for this op. Colt finally got to do some snipering, though not at the super-long distances he’s capable of—it’s a start (better than the first Run, where he never even fired the rifle)
  • The GM was certainly not prepared for the approach we ended up taking for dealing with Tenpenny. We’re actually not sure where to go from here now that it’s done—we had discussed just taking off and leaving someone we trust in charge, but it would be just as easy to re-base ourselves here
  • Bob’s response to Dashwood’s declaration at the end was apparently a totally unplanned, spur-of-the-moment thing, but perfectly timed and executed—even random-rolled the artery hit
  • It was determined as we were wrapping things up that Turk had examined the throats that were slashed and determined them to have been caused by the same blade, and likely the same killer, which in Dashwood’s case, he knew to have been Bob; Turk kept this info to himself, for now
  • For Run 3, we’re expecting to pick up around nine months after the end of Run 2. It will also occur post the release of Fallout 4 which could mean more changes to the lore

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-tenpennytowernight

The One Where They Took Over

1 Sep 2162

In the month prior, following the Rejects’ pact with Dashwood, Sly had gone on a Hearts-and-Minds campaign, swinging all but a handful of security personnel, and much of the citizenry of the Tower, to Dashwood’s favor, who was assumed to be Tenpenny’s successor should the worst occur. The plan thus far was to remove Tenpenny from office as quietly as possible, through weight of numbers against him. They had also discovered, through Lance’s listening-devices, that Tenpenny and his personal guard had been making plan, in the event of a coup attempt, to secure the armory, food storage, and water processing facilities in the Tower.

Now a month later, as the Rejects were coming in from their regular duties and bedding down for the evening, and explosion was heard (and/or felt) rocking the Tower from below; a bomb had been detonated in the basement, the location of Dashwood’s office. The Rejects scrambled, trying to make contact with Dashwood and the security team, and trying to organize the residents of the Tower into an orderly evacuation of the building. Dashwood finally responded, saying he had been injured, but was otherwise fine.

The Rejects individually made their way down to the security office to meet up with Dashwood and his crew. Lance was already in the basement at the maintenance bay, and decided to stay put to defend against attempts to seize the water processing unit; he prepared his Mr. Handy murder-bots for action. Some were caught in the elevator on the way down, as it was hijacked by an unknown party; unable to prevent it, they forced their way out and took the stairs instead. Colt went back to his room for his rifle and gear, and caught back up with Bob at the stairs on the way down. Lenny, already in the security area of the basement, reported “shots fired” at the armory, and later, the mess hall.

  • Sly arrived first at the armory, solo, followed by Lenny, to join a few security guys locked in a firefight with some of Tenpenny’s personal guards and a couple of like-minded citizens. Tenpenny’s force was dropped before they could cut through the armory door
  • A couple of Tenpenny’s guard tried to force their way into the water processing room where Lance had barricaded himself
  • Colt and Bob diverted to the water processing room after the “all clear” was given at the armory, and sneaked up behind the guards trying to break in, intending to subdue them. As they sprang out of hiding, coincidentally, Lance opened the door, setting off a fire-hose trap he had constructed, intended for the guards—the lot of them were sent sprawling by the rush of water. One of the guards was (accidentally?) injured by Bob in the process, but were otherwise unharmed, and surrendered themselves; they were taken to the brig nearby. As Bob and Colt were leaving the brig area, Bob went back for a second and, when nobody could see, slit the guards’ throats to the bone, dead.

A bit afterward, Turk went to check on the prisoners and found the two with slashed throats. Other security personnel arrived to find him holding a bloody knife over their bodies—only briefly did they think him responsible, though none of them knew who was. The bodies were removed to a temporary morgue to make room for more prisoners.

Dashwood and his crew were dusted off, and assembling to storm the penthouse; the Rejects all joined them. Together, they went upstairs, and stacked up on the Tenpenny’s door, as Lance picked the lock. They kicked in the door to find one of Tenpenny’s personal guard on his knees, hands up in surrender; in the corner was Tenpenny, shot dead by the guard, who apparently realized which side would prevail and did what he could to save himself. Dashwood looked around and said, “Well, I guess I’m in charge now…”

In an instant, Bob produced a knife and slashed Dashwood’s throat, severing the carotid artery. The others in the room stared dumbfounded as the former security chief bled out on Tenpenny’s carpet; Bob showed no emotion at all, simply saying that he didn’t think he should be in charge. As the room began to recover their wits, Gustavo matter-of-factly declared that Dashwood and Tenpenny had killed each other, and everyone agreed it was so, and looked to Sly to give the sad news to the citizenry.

With the residents of Tenpenny Tower already gathered in the courtyard outside, Sly emerged, followed by what remained of the former administration of the Tower, and delivered the very sad news of the death of their dear leader, and gave a rousing speech about how they must go on, stick together, and get through the difficult times ahead. It was very moving.

At no time did Sly declare himself to be in charge. But they all seemed to look to him for leadership anyway…

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-tenpennytowerlobby

The One Where Lance Uncovered the Conspiracy

30 Jul 2162

A week passed with the Rejects each performing their assigned (or assumed) duties as would seem normal.

Lance finished a handful of audio bugs, and also a bug detector, to sweep their own living spaces for listening devices already planted by “interested parties” in the Tower. He went to place a couple of bugs in the elevator cars, but when he swept them first with his detector, found bugs already there—which meant that potentially-sensitive conversations they had while in the elevators had likely been overheard. Lance placed his own bugs anyway, and hid them well, but recovered one of the pre-existing devices to show the security chief, to gauge his reactions and determine what his part in this conspiracy might be. He fetched Sly to go along to talk to Dashwood; on the way to his office, Lance set his Pip-Boy to receive transmissions on the recovered bug’s frequency, and made sure it was still active. The two of them showed the device to Dashwood, saying Lance had been fixing a faulty LED in the elevator panel. Dashwood reacted with false-surprise, and told them to inform him of any more that were found. As the two left Dashwood’s office, the security chief could be overheard, via the still-active device, telling another in the office that these new guys “might be a problem”; this was recorded for later.

Afterward, Lance went to each of the Rejects’ rooms and swept for bugs, finding none, though he wasn’t entirely convinced he had done it right.

Later, Lance got a work-order for a light fixture in Tenpenny’s office while the boss was out, so he decided to seize the opportunity to sweep/place bugs there as well. Again, he found multiple listening devices already present in the office, and made note of their frequencies to hijack later.

That evening, Lance swept the rooms for bugs again, this time, locating a few; he let the others know. They decided to set up a hidden camera to watch the room in view of one of them, and tamper with the bug, such that it would need to be replaced by its owner. Around the middle of the next day, while everyone was off working, someone did get into the room and change out the bug with a fresh one. The Rejects later identified the guy in the video as one of the security guys.

Now expecting trouble, Lance started a new under-the-table project to reprogram the Mr. Handy maintenance bots with a sleeper kill-mode, keyed to himself, just in case.

That evening, the Rejects went to the Federalist Lounge to confront Dashwood, expecting that they were not actually his target, but Tenpenny was. Sly sidled up next to him at the bar, while the others tried to look inconspicuous nearby, as backup. Dashwood would admit to nothing until he was presented with the evidence—his conversation after Lance and Sly left his office, the video of the bug swap-out—at which point he reluctantly took the conversation to a more-secluded corner, where he spilled the beans: he had long been at odds with Tenpenny’s genocidal plans, but with the boss’ growing paranoia of late, Dashwood feared a confrontation was imminent. With his now-trademark “Let me help you” speech, Sly pledged the Rejects to Dashwood’s side, and he accepted, and they discussed how they might force Tenpenny into action, and how they all might survive the result.

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-tenpennytowerdawn

The One Where They Moved Into the Tower

21 Jul 2162

The Rejects watched over Warrington Station for the expected two days, on regular watch shifts that included the two security guys from the Tower. They learned as much as they could about the security situation, and that Gustavo wasn’t quite on-board with Tenpenny’s genocide plans; Sly started planting the “Doesn’t Tenpenny look tired?” earwig. When they could get out of earshot of the security guys, Lance confided a plan of his to create some listening-devices to be “discovered” around the Tower, to water the seed of paranoia Sly had planted. On the evening of Day 2, under cover of darkness, the ghoul community moved out en masse as expected. Later, they all went down to the station to confirm that none were left behind. Satisfied, they all returned to Tenpenny Tower to declare the mission a success.

The Rejects were given room keys; bunked two to a room. After settling in with their gear, they ended up in the local bar. Sly chatted up the receptionist, and ended up spending the night at her place. Lance hit the buffet, and discovered a bit late that it wasn’t “free.”

In the morning, they were all summoned to the penthouse to meet with Tenpenny. He was annoyed that the ghouls hadn’t been killed, but conceded the mission had been accomplished anyway, and welcomed them into his service. Lance was cleared to work with the Mr. Handy robots, the only “maintenance department” in the Tower. Bob would take a custodial job. Turk was finally allowed to talk to the doctor. Colt and Lenny would be assigned to the security team. Tenpenny spoke to Sly privately, and confided that he had his own suspicions who the Megaton mole might be, and sought Sly’s assurance that his people would be prepared to “take care of it” when the time came; Sly pledged to help in whatever way they could. Colt was to keep tabs on Dashwood, the head of security, and report back to Sly openly, who would report directly back to Tenpenny under-the-table.

  • Colt and Lenny went to join security the next day, and met with Dashwood; they learned of his relationship with Tenpenny, going back to their days in the Vault—Dashwood wanted to be in charge, even back then, though the two were still friendly to each other—and the two were assigned to gate-guard that evening
  • Colt made a show of reporting back to Sly, making sure Sly looked to be “in charge”
  • Lance and Bob headed down to the robot bay, and looked over the service-order backlog; Lance started hatching a plan to reprogram the robots for his purposes, while Bob explored a bit, and found a very-old dumbwaiter shaft he could potentially use to hide his illicit activities
  • Turk hung out with the doctor, learning about the local medical issues
  • Sly hung out with Rachel at the reception desk, with a dual-purpose mission to further their relationship, but also to listen to tenant problems, which are reported to her—he would slip in and offer solutions, getting Lance working on those old, nagging maintenance issues, and solving administrative or personal issues himself—and in so doing, by force of his personality and ideal placement, began subtly taking over as building manager, the tenants’ go-to guy for all manner of problem-solving

Notes

  • Turk’s player was absent for this session

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-warrington

The One Where They Took Care of the Ghouls

20 Jul 2162

On the road back to Megaton, the Rejects had discussed a number of ideas about how to resolve the Tenpenny threat to Megaton. Outright assassination—meaning Colt shoots Alistair Tenpenny off his balcony from 1000 yards away—was the easiest solution, but would leave a power-vacuum that would have to be managed; too many unknown variables, without being able to spend time to get to know the players inside the Tower. The better solution, which they ultimately agreed upon, was to infiltrate the Tower and turn the citizens against Tenpenny, and then banish him (after which, his death might still occur, as needed). They would attempt to set up Sly to replace Tenpenny, though if another ended up in charge, if no better, he could be similarly managed. Before that could occur, though, they had to gain admittance to the Tower, and that required some distasteful service—blowing up Megaton or killing off the nearby ghoul community. Either would be faked, of course; “eliminating” the ghouls would be easier than faking a nuke, but would require their cooperation.

The night the Rejects arrived back at town, they went to Moira’s shop to see what sort of explosives she had available: turned out to be not a lot; faking a nuke would be pretty much out of the question. So, they decided to make straight for Warrington Station in the morning, and talk to Roy there, hoping to get them to cooperate, for their own sakes.

The trip back out to Warrington was uneventful. It was an abandoned subway station, now occupied by a small survivor-community of ghouls, including women and children. The Rejects approached openly, Sly taking the lead, and asked to see Roy (whom they had met at the Tower gate the day before). Roy came out to talk to them, and Sly held nothing back, admitting that Tenpenny had sent them to kill his people, but had a rather different plan in mind, that would end in the ghouls being admitted to the Tower, under a new administration. Roy invited the Reject inside the tunnels, and they sat down and discussed the possibilities further. Roy knew of a secret way into the Tower where they could sneak in and kill their way up to the top, but the Rejects insisted nobody needed to die. Instead, they suggested Roy and the ghoul community vacate Warrington, in full view of the Tower, so it could be claimed that they had agreed to move on, never to return; when the coup had taken place, a signal would be given for the ghouls to return safely. Roy would rather have killed his way in, but he saw the merits of the Rejects’ plan, and agreed, saying his people would need two days to gather everything up and move out. Hands were shaken.

For show, the Rejects made camp at the top of a hill overlooking the station, to observe the ghouls’ progress at packing-up. Meanwhile, Sly and Lenny went back to the Tower to let Tenpenny know of their “success.” Tenpenny received the news with little enthusiasm that the Rejects had not quite taken his hint—he clearly wanted the ghouls dead—but gone would be good enough. Before leaving, Sly took the opportunity to speak with Tenpenny alone, and suggested to him that Megaton had a spy inside the Tower, who outed Mister Burke to the town, resulting in his death at the Sheriff’s hands. The revelation visibly troubled Tenpenny, who muttered to himself how he might discover the spy, before dismissing Sly to get back to his mission.

He ordered a couple of Tower security officers to go along to keep watch over the station (just to be certain), and sent them on their way; Gustavo, with whom Colt had developed a rapport the day before, and the trigger-happy, drunk-on-the-Kool-Aid “William Jones” went along back to the camp and took up shifts on the watch (though the Rejects took care the two were never the only ones on watch).


Notes

  • Turk’s player was absent for this session

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)


fo-tenpennytower

The One Where They Went to Tenpenny Tower

19 Jul 2162

A day and a half after clearing things up with the schoolhouse “raiders,” the Rejects set out to deal with the “Tenpenny” situation, brought to light by their encounter with the now-deceased Mister Burke a week ago. They had been told that Tenpenny was a former vault overseer that had taken up residence, along with his former-vault-dweller community, in a pre-War hotel high-rise now referred to as Tenpenny Tower; an exclusive and secretive community, not allowing outsiders to join them. The Tower was about five miles to the west, a half-day’s walk—the top of the Tower could be see just over the horizon. The Rejects took along their brahmin, Betty, loaded with their supplies, intending to appear as wasteland traders.

The trip to the tower was briefly interrupted by an encounter with a few feral ghouls, which were gunned down in short order, with little fanfare.

They arrived at the gated entry to the Tower to find a disgruntled ghoul (non-feral) demanding, and being denied entry. Speaking to the ghoul, Roy, afterward, they learned that Tenpenny was screening potential residents and refusing those with “genetic defects” or other contaminants, especially ghouls, but including folks who have lived in the wasteland for any length of time—which means pretty much anyone else. After Roy left, they approached the gate and asked to be admitted; a scanner screened them each for genetic impurity and pronounced them “clean,” and they were allowed inside the gate. Betty was left in the courtyard; Sly elected to remain with the brahmin, as he was feeling unwell (and wearing the now-deceased Mister Burke’s very-fine hat, which might raise some eyebrows if recognized).

They approached the receptionist’s desk and asked for a meeting with Tenpenny, which was eventually granted. They were escorted to Tenpenny’s office at the penthouse; he was out on the balcony with a large sniper rifle, taking the occasional pot-shot at local wildlife below. They learned from him about his genocidal plans for those he deemed impure (everyone not from a Vault); he offered to let them stay in the Tower for 1000 caps per month (an intentionally impossible amount), or for free if they would do a favor or two for him: “take care of” the ghouls living in the Warrington subway system, and/or finish the original job at Megaton, by detonating the bomb. The Rejects said they would consider the offer and return, and were then escorted back down to the lobby where they were allowed to look around.

  • Colt made some small talk with one of the security guys, Gustavo, to get a feel for the employees’ situation at the Tower—turned out the security guys live separate from the other residents, in the Tower basement level
  • Turk tried to talk to the Tower’s doctor but was denied—“Residents only”
  • Turk and Bob talked to some residents at the chow-hall about life in the Tower—some had totally drunk the “master race” Kool-Aid, but some had not

Afterward, the Rejects took their leave of the Tower and returned to Megaton, planning their next moves along the way.


Notes

  • Sly’s player was absent for this session